亚洲男人的天堂2018av,欧美草比,久久久久久免费视频精选,国色天香在线看免费,久久久久亚洲av成人片仓井空

We study two-player reachability games on finite graphs. At each state the interaction between the players is concurrent and there is a stochastic Nature. Players also play stochastically. The literature tells us that 1) Player B, who wants to avoid the target state, has a positional strategy that maximizes the probability to win (uniformly from every state) and 2) from every state, for every {\epsilon} > 0, Player A has a strategy that maximizes up to {\epsilon} the probability to win. Our work is two-fold. First, we present a double-fixed-point procedure that says from which state Player A has a strategy that maximizes (exactly) the probability to win. This is computable if Nature's probability distributions are rational. We call these states maximizable. Moreover, we show that for every {\epsilon} > 0, Player A has a positional strategy that maximizes the probability to win, exactly from maximizable states and up to {\epsilon} from sub-maximizable states. Second, we consider three-state games with one main state, one target, and one bin. We characterize the local interactions at the main state that guarantee the existence of an optimal Player A strategy. In this case there is a positional one. It turns out that in many-state games, these local interactions also guarantee the existence of a uniform optimal Player A strategy. In a way, these games are well-behaved by design of their elementary bricks, the local interactions. It is decidable whether a local interaction has this desirable property.

相關內容

IFIP TC13 Conference on Human-Computer Interaction是人機交互領域的研究者和實踐者展示其工作的重要平臺。多年來,這些會議吸引了來自幾個國家和文化的研究人員。官網鏈接: · Continuity · 凸集 · 凸函數 · 泛化理論 ·
2021 年 12 月 29 日

Given a graph, the shortest-path problem requires finding a sequence of edges with minimum cumulative length that connects a source vertex to a target vertex. We consider a generalization of this classical problem in which the position of each vertex in the graph is a continuous decision variable, constrained to lie in a corresponding convex set. The length of an edge is then defined as a convex function of the positions of the vertices it connects. Problems of this form arise naturally in motion planning of autonomous vehicles, robot navigation, and even optimal control of hybrid dynamical systems. The price for such a wide applicability is the complexity of this problem, which is easily seen to be NP-hard. Our main contribution is a strong mixed-integer convex formulation based on perspective functions. This formulation has a very tight convex relaxation and makes it possible to efficiently find globally-optimal paths in large graphs and in high-dimensional spaces.

We study the problem of identifying the source of a stochastic diffusion process spreading on a graph based on the arrival times of the diffusion at a few queried nodes. In a graph $G=(V,E)$, an unknown source node $v^* \in V$ is drawn uniformly at random, and unknown edge weights $w(e)$ for $e\in E$, representing the propagation delays along the edges, are drawn independently from a Gaussian distribution of mean $1$ and variance $\sigma^2$. An algorithm then attempts to identify $v^*$ by querying nodes $q \in V$ and being told the length of the shortest path between $q$ and $v^*$ in graph $G$ weighted by $w$. We consider two settings: non-adaptive, in which all query nodes must be decided in advance, and adaptive, in which each query can depend on the results of the previous ones. Both settings are motivated by an application of the problem to epidemic processes (where the source is called patient zero), which we discuss in detail. We characterize the query complexity when $G$ is an $n$-node path. In the non-adaptive setting, $\Theta(n\sigma^2)$ queries are needed for $\sigma^2 \leq 1$, and $\Theta(n)$ for $\sigma^2 \geq 1$. In the adaptive setting, somewhat surprisingly, only $\Theta(\log\log_{1/\sigma}n)$ are needed when $\sigma^2 \leq 1/2$, and $\Theta(\log \log n)+O_\sigma(1)$ when $\sigma^2 \geq 1/2$. This is the first mathematical study of source identification with time queries in a non-deterministic diffusion process.

Motivated by earlier work and the developer of a new algorithm, the FollowerStopper, this article uses reachability analysis to verify the safety of the FollowerStopper algorithm, which is a controller designed for dampening stop- and-go traffic waves. With more than 1100 miles of driving data collected by our physical platform, we validate our analysis results by comparing it to human driving behaviors. The FollowerStopper controller has been demonstrated to dampen stop-and-go traffic waves at low speed, but previous analysis on its relative safety has been limited to upper and lower bounds of acceleration. To expand upon previous analysis, reachability analysis is used to investigate the safety at the speeds it was originally tested and also at higher speeds. Two formulations of safety analysis with different criteria are shown: distance-based and time headway-based. The FollowerStopper is considered safe with distance-based criterion. However, simulation results demonstrate that the FollowerStopper is not representative of human drivers - it follows too closely behind vehicles, specifically at a distance human would deem as unsafe. On the other hand, under the time headway-based safety analysis, the FollowerStopper is not considered safe anymore. A modified FollowerStopper is proposed to satisfy time-based safety criterion. Simulation results of the proposed FollowerStopper shows that its response represents human driver behavior better.

In this paper, we introduce open parity games, which is a compositional approach to parity games. This is achieved by adding open ends to the usual notion of parity games. We introduce the category of open parity games, which is defined using standard definitions for graph games. We also define a graphical language for open parity games as a prop, which have recently been used in many applications as graphical languages. We introduce a suitable semantic category inspired by the work by Grellois and Melli\`es on the semantics of higher-order model checking. Computing the set of winning positions in open parity games yields a functor to the semantic category. Finally, by interpreting the graphical language in the semantic category, we show that this computation can be carried out compositionally.

Modern-day problems in statistics often face the challenge of exploring and analyzing complex non-Euclidean object data that do not conform to vector space structures or operations. Examples of such data objects include covariance matrices, graph Laplacians of networks, and univariate probability distribution functions. In the current contribution a new concurrent regression model is proposed to characterize the time-varying relation between an object in a general metric space (as a response) and a vector in $\reals^p$ (as a predictor), where concepts from Fr\'echet regression is employed. Concurrent regression has been a well-developed area of research for Euclidean predictors and responses, with many important applications for longitudinal studies and functional data. However, there is no such model available so far for general object data as responses. We develop generalized versions of both global least squares regression and locally weighted least squares smoothing in the context of concurrent regression for responses that are situated in general metric spaces and propose estimators that can accommodate sparse and/or irregular designs. Consistency results are demonstrated for sample estimates of appropriate population targets along with the corresponding rates of convergence. The proposed models are illustrated with human mortality data and resting state functional Magnetic Resonance Imaging data (fMRI) as responses.

In this discussion draft, we explore heterogeneous oligopoly games of increasing players with quadratic costs, where the market is supposed to have the isoelastic demand. For each of the models considered in this draft, we analytically investigate the necessary and sufficient condition of the local stability of its positive equilibrium. Furthermore, we rigorously prove that the stability regions are enlarged as the number of involved firms is increasing.

The Q-learning algorithm is known to be affected by the maximization bias, i.e. the systematic overestimation of action values, an important issue that has recently received renewed attention. Double Q-learning has been proposed as an efficient algorithm to mitigate this bias. However, this comes at the price of an underestimation of action values, in addition to increased memory requirements and a slower convergence. In this paper, we introduce a new way to address the maximization bias in the form of a "self-correcting algorithm" for approximating the maximum of an expected value. Our method balances the overestimation of the single estimator used in conventional Q-learning and the underestimation of the double estimator used in Double Q-learning. Applying this strategy to Q-learning results in Self-correcting Q-learning. We show theoretically that this new algorithm enjoys the same convergence guarantees as Q-learning while being more accurate. Empirically, it performs better than Double Q-learning in domains with rewards of high variance, and it even attains faster convergence than Q-learning in domains with rewards of zero or low variance. These advantages transfer to a Deep Q Network implementation that we call Self-correcting DQN and which outperforms regular DQN and Double DQN on several tasks in the Atari 2600 domain.

We propose a new method of estimation in topic models, that is not a variation on the existing simplex finding algorithms, and that estimates the number of topics K from the observed data. We derive new finite sample minimax lower bounds for the estimation of A, as well as new upper bounds for our proposed estimator. We describe the scenarios where our estimator is minimax adaptive. Our finite sample analysis is valid for any number of documents (n), individual document length (N_i), dictionary size (p) and number of topics (K), and both p and K are allowed to increase with n, a situation not handled well by previous analyses. We complement our theoretical results with a detailed simulation study. We illustrate that the new algorithm is faster and more accurate than the current ones, although we start out with a computational and theoretical disadvantage of not knowing the correct number of topics K, while we provide the competing methods with the correct value in our simulations.

Current person re-identification (re-id) methods assume that (1) pre-labelled training data are available for every camera pair, (2) the gallery size for re-identification is moderate. Both assumptions scale poorly to real-world applications when camera network size increases and gallery size becomes large. Human verification of automatic model ranked re-id results becomes inevitable. In this work, a novel human-in-the-loop re-id model based on Human Verification Incremental Learning (HVIL) is formulated which does not require any pre-labelled training data to learn a model, therefore readily scalable to new camera pairs. This HVIL model learns cumulatively from human feedback to provide instant improvement to re-id ranking of each probe on-the-fly enabling the model scalable to large gallery sizes. We further formulate a Regularised Metric Ensemble Learning (RMEL) model to combine a series of incrementally learned HVIL models into a single ensemble model to be used when human feedback becomes unavailable.

Networks provide a powerful formalism for modeling complex systems, by representing the underlying set of pairwise interactions. But much of the structure within these systems involves interactions that take place among more than two nodes at once; for example, communication within a group rather than person-to-person, collaboration among a team rather than a pair of co-authors, or biological interaction between a set of molecules rather than just two. We refer to these type of simultaneous interactions on sets of more than two nodes as higher-order interactions; they are ubiquitous, but the empirical study of them has lacked a general framework for evaluating higher-order models. Here we introduce such a framework, based on link prediction, a fundamental problem in network analysis. The traditional link prediction problem seeks to predict the appearance of new links in a network, and here we adapt it to predict which (larger) sets of elements will have future interactions. We study the temporal evolution of 19 datasets from a variety of domains, and use our higher-order formulation of link prediction to assess the types of structural features that are most predictive of new multi-way interactions. Among our results, we find that different domains vary considerably in their distribution of higher-order structural parameters, and that the higher-order link prediction problem exhibits some fundamental differences from traditional pairwise link prediction, with a greater role for local rather than long-range information in predicting the appearance of new interactions.

北京阿比特科技有限公司